LD23 April 20–23, 2012

And Go!

Just got started on my entry in he last hour or so. I’m jamming in meatspace this time, at the Manchester Game Jam, UK.

Nice theme! Thank the gods it wasn’t exploration again. I came up with an idea on the way here which involves, predictably, a small planet. It also involves aliens and guns.

I was thinking of playing around with HTML5 this time – something I’ve been wanting to try for a while now – but I was too lazy to do any research beforehand. So instead I’m sticking to what I know: Pygame. I just about managed to squeeze GIMP onto my tiny netbook, so there may even be graphics.

Good luck everyone. Bye for now!

Tags: GIMP, netbook, pygame, start, theme

3 hours in and there’s an idea

Okay, technically we’re 10 hours in, but it started when I was sleeping. ;P

After thinking a lot I’m going to use the theme quite literally; The game is set in a tiny world. In fact, it’s no bigger than 800×800 px.

Basically there’s one human on the tiny world, and you, as some kind of god thingy, have to help him by creating structures and more humans. The humans will only survive when they have a shelter and food/water. But you won’t be able to create all the needed resources that easily… First of all, there’s little room on the tiny world, so think wise about what and where you’re building everything. Secondly, not all buildings will be available from the start. And thirdly, the weather will try to kill the humans, so you better be quick!

You can’t win the game. It’s game over when all humans die. Will you help them survive? Or will you let them die horribly? The fate of this tiny, unknown and unimportant world lies in your hands.

 

Tiny World screenshot

Don't worry, the buildings will get bigger to make things harder for you

Oh, and there will be kittens, I can assure that.

Tinymen

here goes my tinymen, way too long since everything started, but I didn’t have too much time in my hands.

http://imgur.com/a/y1QLc#0

Time to start coding!

My Idea

My idea is for it to be a platformer comprised of 4 or more levels, but to have something allowing you to access more in each level.  Waddya think?

Welp, I might be in trouble…

12 hours in, and this is as far as I’ve gotten:

Comments

bndwagn_junglst
21. Apr 2012 · 09:11 UTC
Why on earth does wordpress insist on helpfully changing the aspect ratio for me?
Mjiig
21. Apr 2012 · 09:30 UTC
You appear to have 3D graphics. That’s more than I’ve ever achieved in the full 48 hours, and you’ve done it in a quarter of that time. That looks like it has serious potential.

It sure is a tiny world!

Hi everybody!

I’m giving myself a little break to show what I am working on :


As you can see, there is no tiny world, tiny planets, huge insects…I don’t like to use themes litterally ^^

In France, when you’re surprised to meet someone somewhere you didn’t expect it, it’s common to say something like “le monde est petit!” (“world is tiny!”). I don’t know if this idiom is used in english, but I really hope so, because if it isn’t, my game has nothing else to do with the theme.

So, in this game, you’re Amy, sitting at the bar, and a guy recognize you and start to chat with you. Problem is : You don’t recognize him at all! What an akward situation!

There’s more of course, but I don’t want to spoil everything.

I still have A LOT dialogs to write A LOT animations to design, background to improve and I need to add some sounds…I hope I will finish in time!
The game is inspired by :

-The Garfunkel and Oates’ song : I Don’t Know Who You Are

– The Human Traffic’s bar scene

 

cheers

I’m in for the third time

Hello,

A year ago I participated in my first Ludum Dare, LD 20. That didn’t go too well, as most of the time was just spent on hacking together an engine of sorts. I tried again in LD 21 and managed to create this. I couldn’t participate last time so I was pretty excited when I realized that I could participate again in LD 23. Now if I only had a good idea..

As a basecode I’ll use the same stuff as I did in the previous two LDs.

Good luck everyone!

Traditionally experimental

For once, I wanted to make an arcade style LD game instead of another one of my depressing experimental puzzle-platformers.

 


A tiny world. A shrinking world. A world you’re meant to take apart while its inhabitants try to stop you. I enjoy that stream-of-consciousness mode LD puts you in. But seriously these themes just keep getting worse, and despite being popular enough to win over a hundred other choices, I never actually see anyone say they like them.

I like to think of it as some sort of violent chess game where your goal is to break every tile in the board. The basic gameplay is working, and I’m just trying not to drown in secondary details again. There’s quite a bit of puzzling involved; for example, the basic creep can place tiles, and you can’t remove a tile from directly beneath it. However, once it’s built a tile, it’s already made up its mind about stepping on it next turn, so that’s where you’ll pull the curtain from under its feet. (This is like an AI glitch incorporated to the gameplay.)

I’m short on time and still not completely sure where I’m going with the level design and such. And whether I should jam to get the most satisfying outcome. But it seems like I’ll end up with some kind of a game again.

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This entry was posted on Saturday, April 21st, 2012 at 9:17 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

A solid idea, lots of progress, and something playable

So, Tiny World, eh? I can dig it.

Immediately set to work on a script (of course I did – I’m a writer) and have a plot all sorted. Then I figured “Hey, since it’s a game, it probably needs some gameplay”, so I did what I always do – Made a platformer.

The finished game will have five levels of varying sizes, with a small amount of replay value if you’re a score-hungry perfectionist.

For a look at the kind of art style I’m working with (art’s never been my strong point…), play with this.

Right, on with the show. Saturday is GO!

Let’s get started!

This is my first jam ever, pretty excited! Started late but I got my game idea down and now working on a first draft.

In the meanwhile, here is a small picture of my headquarters =)
 
my headquarters :)
 

Looking forward to the nice things you are all going to come with!!

Caves and water!

Before I made a space station now I’ve made caves and water!

Photobucket

I noticed my charater looks like a bird.

Let’s get it started

Hello everyone!

I woke up this morning to find that the theme is Tiny World. I can’t say I was particularly impressed by this theme when it came up in voting. It’s taken the entire morning to figure out where I want to go with this. As per usual, the idea comes to me in the shower. The thought process went like this:

“Okay, a tiny world. Hmm. I’ve always been fascinated by the really intricate scenes created in snowglobes. Ooh! Snowglobes! Perhaps the worlds could be snowglobes on a shelf, and somehow you travel between the worlds to do stuff. Now that’s good, but it’s quite linear. I’m not good at artwork, that’s going to take quite a while. Ah, I know. Keep it simple, stupid! Each world is not just a level – it is its own game!

I’m doing tiny worlds, Wario Ware style.”

Awesome. So the connection to the theme is that all of these tiny worlds will be part of a large range of science experiments, and you do science by completing each experiment. I’ve thought of a couple of different “worlds” so far, and stuck them on my Kanban board:

The first thing I am focusing on is creating a way to handle the transitions to all of these games. On the “Not Done” list is a couple of the world ideas I have had so far, and also the meta world. It will be the responsibility of the meta world to transition to each mini-world.

To the Visual Studio!

Comments

21. Apr 2012 · 10:12 UTC
Kanban FTW!
gigitrix
21. Apr 2012 · 13:46 UTC
Sounds cool, good luck!

So ya thought ya might like to go to the show ?

Sooo you are the bad atom whose electrons are orange. The atom follow the mouse cursor. You can click on another atom’s electron to catch him HAHAHA…The number tells you your current number of orange electrons. Of course it’ll not be so easy, and other atoms will fastly try to catch your electrons ! è_é

I read the wikipedia page about atoms, and I find some new idea, like protons, nucleons, chemical bonds and other stuff…Great inspiration !

Livestreammmmm : http://www.livestream.com/lionshouse

But now i’m going to eat listening to The Wall, from Pink Floyd, because all in all it’s just another electron in the atom.

Calling it a night

I think that’ll have to do it for tonight.

Here’s what I have so far, anyways (debug drawing enabled):

http://stanford.edu/~ddrkirby/Gulliver.swf

I also have a charge shot that isn’t enabled.

Main headaches so far have been with DAME and collision detection stuff.  Some major headaches there, actually.  I’m not quite looking forward to doing the maps =(  If only there were a good way to do it, like in RPGMaker…bah.

It all feels so hacky!  Not sure how good I feel about this one yet…

Comments

pirate-rob
21. Apr 2012 · 09:25 UTC
I finished it with half health, not bad!

Breakfast! And a simple demo.

First, foodphoto ( radishes, buns and butter ):

We’re building a simplified Settlers of katan spin-off in rogue-like style called “Life of a man”. Wander around an endless plains (actually a tiny planet), found new cities, research and above all – raise your cultural potential.

Demo #1: http://jarnik.com/pub/ld23/v01/

 

Tags: demo, foodphoto, progress

Check in #1

After contemplating waking up early to start (in London so kick off was 2am) I decided against it. An hour of coming round/brainstorming ensued and I’m happy with the basic idea –

 

– starting in a small map you start reproducing and run out of space (or resources) and have to move to larger/more dangerous maps to keep the population growing.

 

Got back in the javascript groove, shall throw up a link to what I have in 3 hours or so.

Happy Jammin’ people! Cya in a bit.

Yard Spider – Concept

So, I’m not sure if I’ll have time to do anything for LD but why not give it a shot?

One “tiny world” concept I’ve thought of every once in awhile was to be a spider in a huge yard (from your perspective) and build a web in 3d and handle various things as they come your way. However, that doesn’t sound like an LD-sized game to me and I’m not sure I could even get the movement down or anything by the time the bell rings.

Instead, I’m going for hotseat multiplayer goodness of fighting as a lone spider against other yard-inhabitants in the style somewhat akin to Worms. So one player is always the spider, the other gets to choose between ants, flies, and a big ole beetle that can dig and melee. One tricky part will be that flies, and other insects cannot see webs, which will have a 50% chance of catching flies, 100% chance of catching ants (who can still shoot), and can slow down beetles by 25%.

Progress so far

My cunning plan is working so far. I get up at 4 am and to my surprise “tiny world” theme won. It was not my favorite theme but it could be worse. For first 3h I worked on the idea for the game. My idea is about a tiny nanomachine calld nanobot which is traveling through body and fights with germs. So far I have main game mechanics, with moving triangle (which will be replaced later by nanobot sprite) and life bar.

germs doodle

game screen

Comments

Pyro
21. Apr 2012 · 09:39 UTC
ale słaba gierka

Getting it on

I’ve noted some ideas for gameplay and started working on the game itself, got some basic graphics and input done.

Stream can be found here: http://www.twitch.tv/ananace

Oh snap, scoring!

Now you finally have some kind of goal!
D-D-Double Combo!

If you finish a molecule, it will disappear and you will score. Create massive molecules and combos for massive points!
Also fixed some bugs where atoms of the grid would bind with those in the queue, and you could place them outside the grid.

Here you go: http://www.greencouchgames.net/games/ludum/023_tiny/21-04-12_13-27.swf
Space: Add Atoms into Queue
Mouse: Pick up atoms; Drop atoms; Bind atoms

Next update: GUI and losing conditions!

Now Listening To: Shining Ray – 164

Comments

21. Apr 2012 · 12:14 UTC
Looks nice, keep up the good work!

Tiny Island Adventure 0.1 Build

I’ve finished the most important graphics and I’ve started to work on the actual game now. Currently I’ve finished only the very first test build where you can only run and jump around. But you can try it out if you want, use arrow keys to move and Z to jump.

Currently there is just one island to jump around, but I’m starting to work on the story where more small islands float towards the island and Lydia can jump on them and explore them. I will also probably work on the physics and animations if I have any spare time.

Play the early test build here: http://www.stencyl.com/game/play/12317
(if the character doesn’t move, click the game once)

Tiny Island Adventure

Tiny Island Adventure

 

5

This entry was posted on Saturday, April 21st, 2012 at 9:29 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

We love art. But I’m not an artist XD

Like promise : no talent ! (But it’s fun)

I had a crazy story, I took some pictures outside, I learned a lot about AGS but in the end it will be very bad … Okay, it’s funny!

I try to finish this “game” (more narrative, with too little interactivity) anyway. You deserve it! And it may inspire a child, so he can tell his mother: “Hey Mom, I want to do better thanthis guy”. And he will …

So here’s my current situation:

The coast of... A place?

I may be able to finish something. Also, damn this game is hard.

Tiny World has Tiny Gaps

Okay, so my idea for this consists of the following:

You’re a big entity in a small world. You’re too big for certain corridors. You’re a big man in a Tiny World.

However, some kind ‘thing’ has given you shrink pads around the place! Yay!

Great! So we can fit in tight places! (Innuendo somewhat intended), but there’s a catch… as always.

You can only be shrunk for a certain amount of time.

That means, if you’re in a small corridor when your time is up;

You will die.

Anyway, there are various other elements to add yet, but I’m making nice headway.

First Screenshot of my game called “Infected Human” :)

This is a first screenshot of my project called “Infected Human”…

Infected Human Preview 1

Infected Humand Preview 1

More screenshots later.

At the moment it’s possible to move the “spaceship”, to shoot, the background is animated and you will lost a life and respawn if you collide with the world (top and bottom). haha… I hope it will be finished. :)

 

I’m sorry Flixel

So things I learned last night. Stay away from 3D. No matter how simple it seems to make minecraft esque graphics, it’s not. Incidentally, now that I hate everything 3D I’m a lot less inclined to use Unity even for 2D projects. This is kind of sad since this was on opportunity for me to practice Unity before making an iOS game with it, but screw it. Going back to my guns, come back Flixel my love, Unity didn’t mean anything, it was just a fling, take me back… Please!

Comments

Andrei Barsan
21. Apr 2012 · 09:50 UTC
Hey, no reason to hate 3D, it’s just that it’s a bit too much both from the coding and from the artistic point of view for the scope of LD. You can always come back a little to unity, or maybe stage3d after LD is over and take it slow! I’m sure flixel wouldn’t *really* mind. 😀

Screenshot

This is what I have so far…

Bacon! In the game!

Woohoo, bacon! I’m thinking about lots of food and other things to collect to increase your “interest” level. Not sure what that will do yet.

Now I want bacon…

Tags: bacon

Cylinder man walking

So I draw some art and level tiles and now my little man can walk around and explore the tiny map :)

Will have a lunch break now  *hungry*

Comments

21. Apr 2012 · 10:14 UTC
Classy cylinder hat man :)

6 Hours in!

Just a quick update. Had to take our poor dog to the vet this morning, took a huge chunk of my time, but I’m back on track.

Progress on my blog.

Hope everything is going well with everyone’s entries. Have fun!

Update #1

Seeing as the theme has caught my imagination, I have decided to enter.

However, there is a catch: realistically, I only have one day to work in and I can’t stay up that long either, seeing as I have a long car journey tomorrow. So! My ultra-speedy entry is going to be called something along the line of “Honest Joe’s Discount Terraforming”.

It’s simple: you play Honest Joe. Honest Joe sells custom planets – at low, low prices! Of course at low prices, your planet isn’t very big – and the terraforming isn’t very accurate! Fire bundles of water, sand, soil and more at the target planet, in order to paint its surface with a specific proportion of each terrain type.

Hopefully this will be simple enough for me to finish in time, with a decent amount of polish too.

I’m working in C++, using SFML. Pictures willcome soon, and as usual I’m creating a time-lapse video of my progress.

SPINNING PLANETS :D

I now have spinning planets, and not much else xD other than some background code that isn’t noticeable at the moment

 

Zilla the Destroyer

One too many beers last night makes this little coder a bit tired. Lucky for this little coder there is plenty of Mountain Dew and coffee in this building to keep him up for ages!

Progress have been good! I decided to go with Java and LWJGL and so far there have been no large problems with it. In just a couple of hours I got a window and a OBJ loader up and running so I can make 3D models in Blender. The OBJ format is surprisingly easy to load and parse.

The game is so far just a vague idea in the back of my head. The player will control “Zilla” and destroy a tiny city. It will all be wireframe to have a 80’s retro look.

Have a screenshot!

Next up is to create a city out of these 3D models with roads and parks and stuff. Need things to smash and burn!

And I have been consuming baguettes with shrimp cheese. But I forgot to take pictures of it. :/

Change of plans

Okay I made some progress last night, but got called into work this morning ARGH disaster.

At least it gives me a chance to decide what I am going to do,  love the theme but I cant make up my mind what to make.

 

Anyway, good luck everyone keep up the good work.

 

 

Grid working

Finished working on the grid system

 
grid working
 

Also I should probably make it clear that I’m using:

  • Unity
  • SFXR content generator
  • My own code library (where I dug up the scripts for this system and converted it to work in 3d)

More as I progress

Progress

We’ve got some basic functionality in place. See the my last post for our game idea.

Comments

zorf
21. Apr 2012 · 09:48 UTC
Forgot to mention. The tiny dudes are supposed to look like me and my buddy Muppen. I’am the handsome one of the two.

freddies – build 001

Here’s a really dumb version, just to test distribution!

theme: “tiny world”

Freddies live in the bookcase, and the babies have got lost. Help reunite them with their mother & avoid dangers on the way!

version history

v001:

Stupid splash screen only plus background music. To test distributing as an applet. You can also see one of the main characters :-)

“Play” (if that’s the right word) here -> build001

Later it will be distributed as standalone app for download, too.

http://dl.dropbox.com/u/21611/ld23/freddies/index.html

Comments

Magnega
21. Apr 2012 · 09:51 UTC
I think it may work. Not sure, actually. Music and a… slime?

SlimeABug

Since 8 a.m. the schattenkind.net team (hagish, ghoulsblade & SiENcE) is working on a jam game. We decided to do a game where the hero is an ant. The little alien slime has to explore a wide and dangerous garden. This adventure will be the journey of her life.

We are working with LÖVE, Paint.Net, Gimp and our favorite editors. The final game is playable on Linux, MacOSX, Windows and in your browser.

Tags: 2D, love2d, schattenkind.net

Build 3

Build spamming 😛

img
Download build 3

– New graphics
– Red walls now can take 5 hits before they are destroyed.

World Destruction

Starting to get some ideas for gameplay and mechanics now… just need to start implementing some and prototyping, see if they are fun :)

Learning is fun

Having abandoned the idea of using my own game engine, I was forced to revert back to using DarkBASIC Professional, which I have not used in years.  It’s a blast to the past, but also a bit of a shock finding myself having to write in completely procedural code again… I miss object orientation.

F1 is my friend.

Joseph

Progress!

Ok, so I’m making my game in Unity3d and it’s about a giant person trying to navigate around a city. The player will be able to choose which way to play the game by simply destroying everything or navigating carefully. When the player destroys a building the player loses points, and the points go up the whole time so a player aiming for negative points has to be stay productive to keep the points down. In contrast, a player aiming for positive points will try to hit as few buildings as possible and carefully navigate through the city. Every time the player gets to a destination the player gets a point bonus.

Here’s what I have now! I’m going for a pixelly-low res 3d kind of style because texture painting goes much faster that way and I can get a visually appealing game in a shorter amount of time.

Tags: giant, wip

I’m in, and I’ve made some music!

This is my third time entering. I’m trying to make something less ambitious and focus on polish this time. I also only have one day this time, so I really have to hurry up.

I have no concept yet, so I decided to make a piece of music inspired by the theme and work from there. That piece of music is done now, two hours in. I like it a lot personally.

Have a listen! http://dl.dropbox.com/u/4358735/TinyWorldJaj.mid

Comments

21. Apr 2012 · 09:58 UTC
Sounds great! Good luck! :)

Getting some game mechanics done

It took we a while to get any idea at all, and I’m still not exactly sure where this is going. Nevertheless, this is a screenshot of what I’ve got done so far:

Getting some gameplay mechanics down, still not entirely sure where this is going.

Most of it is game mechanics and the like, the visual side of things will probably begin in earnest tomorrow.

I’m so late.

Idea

Idea

Finally! An idea has arrived! Mr. Shrinker can shrink anything he touches! Enemies, balls, boxes, the world, or even himself! This is (hopefully) going to be a 2D platformer in Flash.

 

But my computer still hasn’t recovered from its breakdown. (Whole systems hangs after about 2 hours or 5 seconds)

Slow internet connection prevents me from downloading Flex SDK as well, which means I’m going to code “theoretically”.

D:

So I have at most 18 hours left to finish this.  HA!

Tiny Black World – Game Done!

Yay, my game is done. Done already? Yes, I’ve only Saturday morning this time.

Here’s my game (it’s a java applet):

http://staticvoidgames.com/play/?game=TinyBlackWorld&view=applet

But I’ve a question: How do I add my game to a game list? I mean, this is my first full Ludum Dare, but at the SOPA Jam, there where upload and view all pages. Where are those?  Or are they only visible after the compo?

Comments

Polar
21. Apr 2012 · 10:20 UTC
It’s quite good, actually, considering it was made in half a day – I’ll make sure to rate it well :)

Cubes. So Many Cubes!

Hope FPS are going to stay like that.

progress 1

Ok, I’ve started on something.

Not sure yet what it will turn out to be.

Maybe a game.

implementing a noise function didn’t work at all. weird errors:

 

So i tried something different:

btw. I’m streaming at http://www.twitch.tv/pragmascript

In progress… ha…ha…. hahahaha

Another piece of (it starts by s and ens with hit).

Greetings!

 

 

 

 

 

 

 

 

PD.-I’m specially proud of the colors XD

 

More Progress, A Dot is born.

More progress, the yellow dot is born, and can move about the screen controlled by user input, that’s nearly a game right ?

more progress

LD23 First Meal – Breakfast!

First meal of the competition: Mild Lamb Samosas, scrambled egg whites with veggies (frozen bag) + garlic + fresh spinach from the Fredericton Market!

20120421-090448.jpg

Tags: breakfast

First Hour Down…

Okay, so I’ve got my main design – A basic platformer, set in an ant nest, and featuring various other crawlies living in the dirt. Apart from that.. not much else. I really need a story or gameplay hook, but that can be decided upon at a later point. I’ve started working on the graphics using Pickle, which seems to be going pretty well. I may make a variation sprite sheet later, if I have time… possibly an above ground one as well. This will do for now.

Is it bad that I don’t have a working XNA engine coded yet, but I’m working on graphics? Sigh.

Tags: pickle, screenshot, sprite

Tiny Story

Here is my tiny story about strange creature.

Game so far

It’s crap! But I’m leaning for more of a SimCity approach rather than a platformer or something. After all, SimCity’s original name was Micropolis 😉

A tile system and the title screen:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ tiles title

Yes, I am a complete amateur.

Comments

berkano
21. Apr 2012 · 10:24 UTC
sounds neat! good luck!

Alright- so have an idea and the engine is mostly starting to work

My Plan is to have a one keyboard starfighter game set above a small moon- filling the small world theme-

So far I have managed to get one players movement working- three warp walls (fourths not playing ball) and a backdrop which is less ugly then I could have ever envisioned-better progress made then expected.

Collision detection done, eating now

Okay, so the collision engine is done now; so I’m off to get some lunch.

 

It’s all going on time and my cat seems happy; so that’s good

Walk, Lunch, Some brainzstormz with paper and pencil…

Alright, I have basics of what I wanted to do written, going to do an FPV adventure. I’ve planned 4 chapters originally, but it will end as one but polished, because there’s no way I’d be able to do more, especially considering that I want different posibilities to solve two main problems in the first chapter (you’ll be rated in the end based on your decisions, I already can see some people screaming 😉

Time to fire up tablet (I’ll probably post some WIP images if they’ll look good enough, this time I’m trying to do something looking a bit more like art then random scratches)

First screen! And some bread!

Okay, so I’ve decided on asteroids-like mechanics and this here is my first screen. The initial idea is that you’re a scientist who got shrunk in his ShrinkMachine to make some crazy experiments (I really don’t know yet) and is about 1 angstrom (10^(-10) m) big. This subject may change, however.

I think I will aim for ultra low-res graphics (it seems fitting anyway).

From what I’ve seen, there are many similar projects here (shrunk stuff, micro scale, and so on), but I hope to add a twist or two to the mechanics.

And if you don’t mind me bragging about my super girlfriend, here’s what she’s made while I was thinking about the theme:

 

Off to coding then!

Quitting?

If I’m too tired this afternoon from Airsoft, I’m out. Fourth consecutive failure. I wonder how long I can keep that going?

Comments

21. Apr 2012 · 10:38 UTC
Nooooooo! Stay in, complete a Dare! I BELIEEEEEEEVE IN YOU! 😀

TinyTown! Progress!

My idea is as follows: the player gets a 32×32 grid with trees, rocks and sand. The player then has to advance through the ages with increasingly good technology. The art style will be isometric, although I don’t know if it can be considered true isometric. The graphics will be  easily exchangeable by replacing the sprites bundled with the game.

Oh, and the starting world will be randomly generated with a properties file where one can change the stats for their world.

Looking good…

Here’s a small teaser for my game, which obviously isn’t finished, and yes, that is a shopping cart:

Picking up the pace

I have my puzzle idea worked out, but I still have no idea if my game should be a platformer or top-down.

Here is a screen of the puzzle. w.i.p.

 

time to break!

time to eat something!
worst of all I had all kind of strange problems, no internet conectivity, computer hanged, keyboard not responding, etc   hope is enough for the rest of the time, now it seems the poltergheist has gone xD

The idea is going fine! Now seting the first playable things.

lightmapping

Added some lightmapping.

-> shopping break now :)

 

There’s going to be like eggs ‘n stuff

So I’m doing the Jam. Didn’t get the best of starts as my team mate had to cancel and I am still slightly hung over.

On the upside whilst drinking my morning coffee I was able to outline a concept, mechanic and story.

 

The game will be single screen and the story is a take on finnish (that’s where I’m from) creation myth.

 

I’ll be using ImpactJS because 1) the editor is awesome 2) browser games just reach more people.

My Prototype – Atlas Saves The Day

The game that I came up with is called – Atlas Saves The Day

A doodle of my game idea

Atlas Saves The Day Doodle

The game concept is pretty simple, you are Atlas and this is the story of how you saved the day :)

Essentially, you must protect the tiny world from being destroyed by the incoming asteroids.

A screenshot from the prototype for Atlas Saves The Day

Atlas Saves The Day - Prototype

Please download the prototype (Currently Windows Only – I can put up a mac build if anyone wants it) and give me any feedback that you have

Thanks,

-Wiggle

Comments

elbowroom
21. Apr 2012 · 10:41 UTC
lol .. that is exactly my idea :/
Denifia
21. Apr 2012 · 10:41 UTC
Looks like this has a bunch of potential. The shield feels a little slow right now but those kinds of tweaks can come later :)
21. Apr 2012 · 10:44 UTC
And mostly mine too… but I’m doing that on the VCS so… :)
21. Apr 2012 · 10:56 UTC
Thanks for the feedback!!
elbowroom
21. Apr 2012 · 11:53 UTC
GMTA I guess

Good luck with the upgrade system, those are pretty addictive

War never changes

For me first day is over.

Here is screenshots.

By the way, can you guess which game inspired me?

Tiny Steps

You can see a bunch of things in the screenshots that I cropped out of previous ones. It’s mostly crappy UI, everyone’s favourite coding job. UI boilerplate should be a prerequisite for future LD entries I think! The important thing here is the core conceit of the game – in order to speed the narrative along, you get to make large jumps in story periodically whenever the world’s difficulty level raises itself (this might be for narrative reasons, random increase over time, and so on).

The world encounters get naturally more difficult as time goes on, and my hope is that this provides momentum for the player to progress. At the same time, these ‘fate points’ give the player a chance to gain a temporary (or slow-burning) boost to their situation, speeding them along towards the game’s conclusion.

Tags: tiny epic, tiny steps, tiny world

Lunch and a recipe

A sandwich for lunch. My bread tasted as good as it smelled :)

As far as my game goes, I’ve got the basic framework down and now it’s just a matter of filling it out. It’s a puzzle game of sorts, which is hardly my strong suit, but we’ll see how it goes.

Before I get back to it though, I’ll stick my bread recipe below the cut:

This is kind of a combination of different recipes I’ve tried, and my own experience. I’m not exactly an expert, but this is what works for me. Amounts are metric; none of that confusing ‘cups’ business you get with American recipes.

Ingredients

  • 450g strong bread flour, plus extra for dusting
  • 1 sachet yeast
  • 1 tbsp salt
  • a healthy pinch thyme
  • a healthy pinch rosemary
  • 1 tbsp olive oil
  • ~450ml lukewarm water

Instructions

  1. Mix the dry ingredients together in a large bowl.
  2. Make a well in the centre, add the olive oil.
  3. Start adding the water, folding in the dry ingredients. You want to keep adding water until you get quite a wet, sticky dough, and then use the extra flour to make it more manageable. Starting from a wet dough seems to result in a lighter, fluffier loaf.
  4. Knead the dough for 5-10 mins.
  5. Leaving the dough in the bowl, cover and leave to rise somewhere warm (I usually sit it on top of a radiator) for 1 hour.
  6. After an hour the dough should have risen quite a bit. Flour a work surface and place the dough on it.
  7. Now stretch the dough out to a rectangle the same length as your loaf tin (these amounts assume a 2lb tin) and 3 times as wide.
  8. Fold the dough twice lengthwise, so that it’s roughly the same dimensions as your tin, and then place it in your tin.
  9. Cover the tin somehow (I’d recommend a large bowl or something; cling-film will stick to the dough and give you more hassle than it’s worth), and leave somewhere warm for 30 mins.
  10. 30 mins later, pre-heat your oven to 230C, leave for another 10 mins.
  11. 10 mins later, put your loaf in the oven (once again, it should have risen quite a bit).
  12. Bake for 20-30 mins.
  13. Remove from oven, remove from tin, leave to cool on a wire rack or something similar.

Enjoy! :)

Roguelike?

Alright LDers,
I woke up a few hours ago and discovered the theme was “Tiny World”!
It’s a theme that forces you to be creative and therefore, StarLight and myself got creative and decided to make a Roguelike !
I’m pretty happy we chose that because I missed the 7DRL contest and never had a chance to make a roguelike.
For now, we have a player moving around on the map and a few sprites.
We need a way to edit levels easily, but we’ll have to decide on what kind of levels we want to make first!

Here’s a screenshot !

Roguelike WIP

You can watch me working on it here: http://www.twitch.tv/fififox

Good luck to everyone else! 😉

News!

So, the game is on a good way. I have a good protype, without bugs, I’m now working on some adjustements in gameplay and difficulty. Then, new graphics, sounds, and polish!

Ruins

Are these the ruins of a lost civilisation?

Photobucket

Comments

mtrc
21. Apr 2012 · 10:46 UTC
This is looking lovely. I can’t wait to get my hands on it!

Voxel engine

Just finished implementing a simple voxel engine…

Was complicated getting all the conditions working properly, specially because I was trying to get some subdivision code working properly in the process, as you can see below… For the record, the image below should only be a plane at the bottom… Smile

voxel01

The full rebuild process is a bit slow yet (at least in debug mode), but I’ll optimize it later if it warrants.

Anyway, it works now:

voxel02

That’s just a random “height-field”.

Now I need to add different materials…

Still hoping inspiration hits me… Open-mouthed smile

Act 1 done — ready for some mechanic/math

I’m working on a sim-/civ-/me2-like-planet-scraper like resource management thing.

Cursors & WASD rotate the tiny world, num keys place objects. The objects all have different resource dependecies on eachother. On a cooldown, they produce “resource” based on their modifiers. E.g. grass needs water, water needs hills, cities need water + grass. Also have crazy ideas for city expansion and conflict. Probably out of scope for this weekend though.

Building things costs resource. Also would like to implement some production depletion/deterioration over time, such that there’s no incentive to leave it there ticking over. Game objectives are likely to be a list of achievements — e.g. “build a city”, “earn more than x”, “have y resources”, “cover the world” etc.

Happy with first pass at input, manipulation and some rendered affect. There’s a local collision loop in there as well so placed objects don’t get too close. I’m at the point of having each object calculate it’s resource output, but all outputs are 0 currently.

Thought it was a good time to put an update up. Later I’ll get some math into the resource calculation and consider how to do depletion over time.

Preview!

Here’s a quick video, mainly to show you the music i just quickly done.

View here.

Things going well

Background
Game design is done, now starts the art and coding. The background is looking good. Still no sleep but the team is excited with the game anyway. we had quite a few good ideias but took so long to decide in only one of them. Some feel sad about discarting one or two of our options.

Bed Time.

Roughly 10 hours left for me after I wake up. Let’s see how I go.

Progress

I have a concept and although I’ve not got as far through with the implementation as I’d hoped I thought I’d share my progress.

I have a dude whose flight through space you can control with the wsad keys.  He also aims where your mouse cursor is (although doesn’t shoot yet).  I need to work on adding the core feature of the game next; the part that actually meets the “tiny world” theme.

 

Demo here:  http://heychinaski.com/ld23/game.html (click to focus the applet)

Code here: https://github.com/tom-martin/LudumDare23

 

Project Kitie progress.

Still no name for our game just a project title.  We have had a few road blocks with HTML5 but nothing we didn’t get past.  Our game is going to be a large mixture of different game play types that follow the story of Cary the cat trying to find Kitie.  The narration takes you from scene to scene as Cary finds himself in places he never thought existed.  The Photo here is a shot from World II where the adventure begins, it shows Cary making a sweet jump over some nasty looking clouds, and at the bottom sits Zoe, how did she make it here?

Day 1!

Day 1 – The Program Stage Begins

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Eggs, Toast, Pikachu-Coffee! Eggs, Toast, Pikachu-Coffee! Progressing! Progressing!

I’ve been working on some environment tiles, while Jimun has been working on core code, as well as the main character of our Tiny World Game. It’s 10:00 Newfoundland Time, which means I should cook some breakfast! To the side, I’m dabbling on guitar, trying to think of tunes, if we don’t end up using AutoTracker, while the both of us talk on SKYPE of power ups and world progression. I have Level 1 fleshed out on paper, and we’ve some ideas how the game will work out. Things are coming together!

A screenshot

Don’t know really what will become of this, but here’s a screenshot.

The Evil Timezones

Just lost a lot of time I could be making my entry sleeping.

Live stream (laggy!)

I’m really, frakkin’ late

And I’m not event starting, I’m going to eat!!!!

Well, as soon as I can, I’ll start making pomodoros and counting them. Then I’ll stop to watch football (today’s is Barça-Madrid, sorry LD), and I’ll evaluate what I have and what can I do tomorrow.

At least I got some ideas and a semi-done java engine (it’s on github, I posted it a week ago, I think: https://github.com/Atridas/Antagonista)

Just to state my idea: somethink populous-like (the beginning). yeah one of the first games I ever played.

day 1 – oompla

so this is my idea draft.
after a catastrophic event oompla is awoken on a strange world in which he must collect survivors and release or sell them to salvors in order to gain coins in which he can trade for his memories.

in each round oomple start circling a random sized planet at a random speed, by pressing space bar oompla can capture survivors.

finish work at 7 tomoro so will do more work on it and start codeing then,

-night all good luck

Build 1

Nearly 6 hours in (for me)

Got a very basic version of the game up and running, grab it here:

http://dl.dropbox.com/u/73441159/NomNomPlanet_v1.zip

You have to stop the evil aliens eating your world before it gets too tiny to fit your house on.

How’s everyone doing?

How’s everyone getting on? I started working as soon as the theme was announced, which is 2AM here in the UK. I’ve had a couple of hours sleep but it’s starting to catch up with me, it might be time for a power nap! I’ve been posting progress as I go a long on my Tumblr site, if you fancy a look.

Late Start

Started late. Family chores. 30 minutes in.
This time I won’t try and pull off any fancy tricks like last time which meant I couldn’t enter (applet permissions issues).
The idea for this is that you are a tiny spaceship and you can collect stuff or something of the sort. I’d like to try and add some form of a space battle into it and a particle system but that might be too difficult for the time given. Oh well, we will see where we go!
Basic game idea is nailed, the base game is also sorted. I’ve got movement, a tilemap, collisions and I’m just starting to work on player damage.

Going to grab some cake and I’ll get right back to it.

Work in progress on main scientist dude ( = the player)

He is obviously inspired by the far side, but hey… people love the far side, right?

Our hero! Screencap from the photoshop cs6 beta

 

… and of course, more food photos!

Lunch: Hönökaka (the bread) with liverwurst, cucumber and hot chocolate

Rose hip soup (that I'm currently enjoying)

Tags: foodphoto, hero, lunch, progress, work-in-progress

Comments

Denifia
21. Apr 2012 · 10:57 UTC
That hero looks great! I wish I could make stuff like that.

12 hours process!!

I made alots of sprites, still trying to bring them to the game.

 

It’s a platformer HTML5 game with a sad story, hope i can made it in time.

Progress

Hey hey,

I said I was going to set up a live stream. Sadly enough I hadn’t figured out how that works before LD, so after half an hour of frustration I decided to drop the idea. Then I tried making a timelapse with Camstudio, but it made my mouse flicker, so I decided that was stupid too. Result, no recording of my work whatsoever. Oh well… 😛

Luckily I did get some work done ^^. You now have a character that can walk through a room. And when you hold ‘A’ you shrink to 1/5 of your size and the world around you us huge. Releasing ‘A’ makes you grow back to normal size.

Now, to add new levels!

 

Cheers,

Maxim